Learning Experience Designer
e-learning simulation
Training - Mastering data management tools and FAIR principles
6-month project at Ifremer - French Research Institute for Exploitation of the Sea:
Design an online training system to facilitate the appropriation of marine scientific data management and publication tools: Sextant , SEANOE and IPT Data Terra .
The goal was to offer a more interactive and contextualized learning experience, enabling users to understand the tools and practice using them.
My contribution:
Analysis of needs and existing educational resources.
Design of the architecture of the learning path and the educational scenarios.
Collaboration with subject matter experts to ensure scientific rigor, operational relevance and pedagogical suitability of the content.
Screen prototyping and interactive activity design.
Development of e-learning modules integrating procedural and scripted simulations.
Preparation of multimedia resources and interactive materials.
Participation in the evaluation process of the device (UX-ergonomics testing) and in the preparation of its dissemination.
Tools used:
Figma : graphic prototyping.
Articulate Storyline 360 : design and development of interactive e-learning modules.
Multimedia production tools: Camtasia - screencast creation, Capcut - integration of subtitled audio content, and Genially - creation of interactive PDFs.
SCORM: preparation of packages for the deployment of the device.
Productions completed:
Instructional design documents: synopsis, scenarios and storyboards.
Multimedia prototype.
E-learning modules combining simulations, tutorials and interactive activities.
Digital educational resources and self-assessment tools.
The system presented includes 10 e-learning simulation modules distributed around the FAIR principles and the three scientific data management tools.
Skills used:
Instructional design and needs analysis.
Instructional design and training course development.
Multimedia design and prototyping.
Development of interactive e-learning modules.
Integration of educational simulations.
Project management and continuous improvement approach.
Added value of the project:
Transforming technical content into a structured, interactive learning experience that closely resembles professional situations, in order to facilitate the adoption of digital tools by users.
Project in 2026

Project: Animation & Mobile Web
Training - The Art of Colour at Home
Project request
Design a mobile and asynchronous e-learning module on choosing and harmonizing colors in interior design. The objective is to help clients create a color palette consistent with the desired atmosphere, while promoting their autonomy and satisfaction during their renovation work.
The design stages:
Synopsis Structure
(Storytelling + Usage scenario + Synopsis)
Storyboard
Educational scenario
Multimedia
(graphic design, voice-over...)
Model
Implémentation
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Project in 2025-2026

Project: Medical training
Immersive virtual reality training

Context and demand
As part of a medical training project for XYZ Hospital, the aim is to design a training course for surgical residents . The module aims to teach them how to apply first aid techniques through a practical approach adapted to their professional context.
Target audience : Newly assigned surgical interns in a hospital center in Martinique, particularly those arriving from mainland France.
Challenge : Although they possess a high level of technical expertise, these interns must adapt to sometimes limited resources and specific environmental risks, such as sargassum seaweed strandings, cyclones, and earthquakes.
Duration : Three half-days of three hours each.
Objective : To adapt first aid procedures to local natural risks and hospital constraints, while taking into account the socio-cultural codes of Martinique.











Escape game
Example 1: Project Management Training
Escape game - soft skills de 15 minutes, intégré au module 5 d’une formation de 30 heures, avec pour compétences cibles : gestion de conflit, créativité, communication, collaboration et leadership.
L'outil : Storyline 360
Scenario : In a universe inspired by Renaissance Italy, players must reconstruct the planning of a project based on a work by Leonardo da Vinci.
Players 1 (instructional design specialist) and 2 (graphic designer) observe and describe the painting to player 3 (project manager). Player 3 then interacts with a chatbot embodying Leonardo da Vinci using an adaptive communication method.
The chatbot only answers questions if this method is followed. This organization creates interdependence between players: each possesses information essential to the collective progress in the escape game.
The activity aims to develop communication, collaboration, and project planning skills. The planning, designed using Vibe coding ( aistudio Google ) and the CADRE prompting method , also involves discovering a puzzle necessary to progress through the game. The serious game takes place in two spaces: an artist's studio with a chatbot and a room showcasing the work of Leonardo da Vinci.
Project in 2025-2026

Example 2: The "Note-taking" training course
Escape game - note-taking lasting 60 minutes: an educational device consisting of 4 missions, each centered on a major theme from the field of psychology.
The tool: Storyline 360
Watch: an excerpt from this project



Project in 2025-2026

E-learning project: topic Conflict Management
Mobile learning and scenario-based simulation e-learning module
Context and demand
The University of Valinor, recognized for its innovative approach in higher education, wishes to diversify its training offering and make knowledge accessible remotely.
As part of its expansion strategy, it plans to develop a series of asynchronous e-learning modules for university students.
The mission is to design a pilot module of approximately four hours, allowing learners to progress at their own pace. The module must offer an innovative, interactive, and multimedia learning experience, based on clearly defined learning objectives and promoting the acquisition of new skills.
The theme is open, provided it is relevant to a university audience and meets personal or professional development needs.
Conflict management:
Nonviolent Communication

This first prototype, designed for computers , assesses learners' understanding of Nonviolent Communication. The synopsis immerses users in a realistic situation to facilitate the identification and analysis of behaviors.
The tool: Storyline 360
Conflict management: OSBD & active listening
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The second prototype, designed in a mobile web format, corresponds to an e-learning module at the end of training. It allows for the evaluation of learners' understanding of the OSBD method (Observation, Feeling, Need, Request) as well as active listening .
The tool: Genially

12-minute e-learning module in a bilingual French-English version
Project in 2025-2026
E-learning project design steps
Define the project: frame the instructions, choose the Scrum method and launch an initial brainstorming session on the direction of the module.
Conduct research : specify the educational content, the direction of the e-learning and the training objectives.
Define the target audience : create personas, identify the target company and formulate learning objectives.
Structuring the content : organize the module around the 3 key roles, the 5 events and the 3 artifacts of Scrum, while limiting the cognitive load.
Designing the experience : creating the mock-up, defining the graphic charter and developing the prototype.
Add interactive activities: integrate a quiz, drag and drop and a fill-in-the-blank text to check comprehension.
Design the final scenario : propose a fictitious video meeting to apply the acquired knowledge and distribute the tasks.
Add the end-of-course elements: integrate a summary file and a post-training evaluation questionnaire.
Managing the project as a team : organizing tasks on Trello, setting deadlines and working collaboratively remotely.
Test and improve : conduct user tests, identify roadblocks and adjust the module based on feedback.
Translate the module into English
E-learning project: Project management topic
This functional prototype, centered on the Scrum method , takes the form of a short e-learning module of 12 to 15 minutes. Its objective is to introduce an audience to a more structured and efficient Agile project management method.
The tool: Genially

Audiovisual project - short film
Design and production of a short educational video between 3 and 6 minutes
Design of a short video aimed at conveying a lesson to a precisely defined audience. I participated in the scriptwriting , the preparation for filming , the shooting and sound recording, the editing as well as the reflective analysis of the final result.
Outils et équipements mobilisés :
Adobe Photoshop : creation and retouching of graphic elements (pictograms, titles, visual design);
Adobe Audition : recording, cleaning and mixing of voiceovers and soundscapes;
Adobe Premiere Pro : assembling shots, color grading, integrating sound and graphics, exporting to broadcast standards;
Filming equipment : professional camera, audio headset for real-time control, boom pole for direct sound recording and voice-over.
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Project in 2025

E-learning training project: Home service
Designing a training course (of 450 hours) comprises 8 sections, each made up of 10 e-learning modules. Each module contains 5 lessons, a quiz, a summary, and an exercise for learners to complete and submit in the designated space on their learning platform.
Adapting textual content into multimedia resources to improve comprehension and memorization, while co-facilitating with the trainer to adjust exercises according to learner feedback.
The tool: Rise 360

Projet en 2024

Instructional design
UX/ergonomics test
LMS Platform
Monitoring and AI
Multimedia and audiovisual
Methodological advice
Evaluation of the device








































